Wednesday, December 8, 2010

Prototype

fractal art form from square patterns arranged on an Archimedean spiral equation:



















Children can interact with this piece using the joysticks on the gamecontroller. So far, they can alter the rotation of the square (which changes the pattern of the fractal entirely) or adjust the proportion of the primary square in the center.

Other factors that I want to be to make flexible are:
  • other geometric shapes (stars, triangles, circles... etc)
  • other fractal equations and patterns
  • color
  • proportion between adjacent shapes
Also, I want tabs to pop up on the side that gives shape name, rotation angle, and proportions so that students can see both visually and numerically what they are doing to transform their fractal art.

Thursday, December 2, 2010

Project Timeline











Fall quarter:
have a working prototype

Winter quarter:
week 1-5: finish my prototype and create a fully working program.
week 6-7: hold a workshop for children to play and interact with my project; make alterations or additions if necessary.
week 8-9: make improvements on the program and hold another workshop. Make a collection of artworks produced by children.
week 10: complete and present my senior project. If possible, invite children to the gallery to show them their artworks on display.

Rough Project Budget

Saitek P990 Dual Analog Pad $20
projector (if I want to project the screen onto a wall?) approx $100

miscellaneous:
travel cost: to get to the elementary school down South (National City area) where I can hold a workshop for children so they can test out my program
printing cost: to print out each student's fractal works that they've created

Wednesday, December 1, 2010

interface tool and user interaction

different interfaces to think about:
  • input, instant gratification
  • how disabled children may interact with this program
  • limited mobility keyboards
  • electronic interfaces
  • game controller
  • ddr pad
  • touch pad
I have decided to use the Saitek P990 Dual Analog Pad, because it allows multi physical interaction. It contains:
  • two joysticks
  • 4 main buttons
  • 8-way circular button

research #4

10/28

Start of project prototype

Spoke to my CSE professor about children's cognitive learning techniques so I can have a more clear idea of how children can learn effectively from this program that I am designing. Her research is more directed at college students rather than elementary school children, so her focus is more on how to maintain their attention and get them involved in the lecture through use of iClicker and group discussions.

I also spoke to a Professor from the Visual Arts department about how my project is more of a design program rather than art, and what I can do to make sure that this is still "art". Mainly, I should focus on HOW children will be involved in my project. For example, the fractal art that they create through my program while learning math at the same time, will form a collection of generated art that will be displayed as part of my piece. The young students that I plan on holding a workshop for are students from my EDS139 practicum course (Education Studies), who are particularly from low-income families. Because most of these students aren't exposed to the opportunity of higher education, if these young students could see their own works on a art gallery or a university gallery, their views on college education may change and it may encourage them to work harder and achieve higher goals than before.

I began writing my code on Processing, using the basic Archimedean spiral shape...

processing - shapeprimitive, triangleflower, curves, translate, rotate, curvevertex

Archimedean Spiral: http://mathworld.wolfram.com/ArchimedesSpiral.html


"Technology in the classroom is only successful if it engages" -Diana Oblinger

It's important that students' input is physically carried out onto the visual that they are playing around with.

research #3

10/21

Fractals, geometry, math education, art

  • teaching tessellations in art and math, by teaching artist George Woideck, for teachers.
  • geometric math art with wooden shape blocks
  • geometric abstraction- abstract art using simple geometric form in non-illusionistic space
  • using fractals to teach math to elementary level children
  • recursive equations
  • used to teach proportional reasoning

generative art:

http://blog.hvidtfeldts.net/index.php/generative-art-links/


Elementary Mathematic Concepts found in Fractals

  • similar shapes (geometry)
  • similar polygons in fractals all have congruent corresponding angles and proportional corresponding sides.
  • the shape is made of smaller copies of itself. The copies are similar to the whole: same shape but different size.
  • fractions and multiples
  • each fragmented geometric shape is either a fraction or a multiple of the original shape
  • rotation
  • concept of infinity
  • pattern making, repetition
  • the idea of repeating patterns on smaller scales
basic Y fractal shape
http://www.anthonymattox.com/creating-geometric-fractals-with-processing

example of interactive fractals that use mouse input to control the shape of the form
http://processing.org/learning/topics/tree.html


sketches of basic fractals that I can work with

research #2

10/14

Research on the different stages of instructional approach for young children, and how symbols play a role in learning and teaching

concrete-representation-abstract instructional approach

  • concrete stage: teacher begins instruction by modeling each mathematical concept with concrete materials

  • representational stage: may involve drawing pictures; using circles, dots... etc.

  • abstract stage: models concepts at a symbolic level, using only numbers

  • want to incorporate both concrete and representational, but omit the abstract; combination of the "doing" stage and the "seeing" stage

  • for example, to read and write fractions, the goal for teachers is to have the student develop the spatial organization, visually and kinesthetically

http://www.k8accesscenter.org/training_resources/CRA_Instructional_Approach.asp


Electronic Media, Attention, and Visual Spatial Skills

  • ie: Tetris, third graders experimental group showed improved scores on a paper&paper test of mental-rotation skills

Electronic Media and Problem-Solving Skills

  • transfer from television is possible, as long as 1. children must understand the content of the program; 2. must create an abstract mental representation of that content; 3. must remember the content and see its relation to the new problem; 4. must apply the remembered content to the new problem.

  • Fisch recommends program repetition of the same content in multiple contexts, to increase the likelihood of transfer of learning.

http://futureofchildren.org/futureofchildren/publications/journals/article/index.xml?journalid=32&articleid=57&sectionid=256&submit


Child Psychology

  • concrete objects can help young children understand symbol-referant relations, but ultimate goal must remain to help children comprehend more abstract relations

  • the best concrete object symbols may well be ones that possess elements of their own destruction, designed to become less necessary or relevant as children come to understand the more abstract representation

http://books.google.com/books?id=reWupx_OJs8C&pg=PA190&lpg=PA190&dq=children+%22abstract+representation%22+cognition+OR+perception+OR+learning&source=bl&ots=0s0lpSbhdw&sig=rVzxft-9su7lvIIlaqC1ROS-T4c&hl=en&ei=lvCtTKSGHY60sAO6tqWvBw&sa=X&oi=book_result&ct=result&resnum=4&ved=0CCsQ6AEwAw#v=onepage&q=children%20%22abstract%20representation%22%20cognition%20OR%20perception%20OR%20learning&f=false

research #1

10/7

Research on visual and interactive learning programs/games and what factors are important in young children's visual learning

Visual learners

visual-spatial learners are individuals who think in pictures than in words. They learn all-at-once, and not from repetition and drill. They are whole-part learners who need to see the big picture first before they learn the details. They are non-sequential, which means that they do not learn in the step-by-step manner in which most teachers teach. They are systems thinkers who can orchestrate large amounts of information from different domains, but they often miss the details.

SMART Notebook Math Tools

  • create lesson activities that inspire participation

  • explore math concepts using interactivity using interactive protractors and compass

how could the participant interact with the game in creative ways?

read http://www.nap.edu/openbook.php?record_id=6160&page=R9


Technology to Support Learning

  • an important use of technology is its capacity to create new opportunities for curriculum and instruction by bringing real-world problems into the classroom for students to explore and solve

  • technology can help to create an active environment in which students not only solve problems, but also find their own problems

  • interactivity makes it easy for students to revisit specific parts of the environment to explore them more fully, to test ideas, and to receive feedback. 197

  • more effective for creating contexts that students can explore and reexamine, both individually and collaboratively 197



primary sketch of my original project idea

Project Proposal for My Senior Project

9/30

Project idea 1: a visually aesthetic program/game that can be used as a math learning tool

Using Processing, I want to create an interactive program/game that can be used as a learning tool to practice elementary level mathematics. Young students seem to be more focused and involved when learning is more interactive and game like, especially when the material is on an electronic medium rather than the typical textbook. Also, some students tend to learn better visually rather than through hearing or reading. In my program, I want to put more emphasis on the graphics and motions of the visuals so that the piece camouflages the educational aspect and allows the player to experience some sense of visual aesthetic. Instead of displaying numbers and mathematical functions, the program will consist of random shapes that change in size, amount, and color in relation to the numerical values. The player will use the mouse to move around objects and solve simple math calculations, and visual effects will let them know whether the answer was correct or not.

The most difficult part of the project for me is to come up with how the game exactly works, the rules of the game, and how to present everything as artistic visuals (since I would like to avoid having numbers appearing on the screen). Through some research, I found several artistic programs that create dynamic visuals when interacted through the mouse clicker. These programs called Studio Toys are written by students from Columbia University GSAPP Advanced Studio VI. Their studio, “Computing Kaizen,” explores “evolutionary architectural structure and their potential to anticipate change and internalize complex relations1.” Their programs contain building blocks that can self-organize and morph into creative forms. The creators of Studio Toys used Processing to create these programs. In addition to the design of the program/game, another difficult aspect would be writing the code on Processing.